Avatar

sanees

sanees

About

Username
sanees
Joined
Visits
0
Last Active
—

Comments

  • @RakimSockem said:

    I read this twice and am still looking for the part that pleases both sides.

    As killer: I now have 15 free seconds to go use Pop Goes the Weasel or whatever gen regression perk I use AND can still come back to the hook and camp now without worrying that the survivor has a chance to get off hook.

    I get a speed boost when I'm already faster than the survivors AND bloodlust still exists

    I get a free totem slot where I can stack on top of the 4 perks I'm already using

    I get free time in the early game which is arguably the most important on both sides by having gens go at half speed (meaning it'll take 105 seconds for the first gen to get done if I did the math correctly)

    You're suggesting every hit cause a 10% reduction to survivor interaction speed so that's what.... roughly 3 stacks of Thana basekit??? I can already see a Legion running Thana on TOP of your basekit suggestion so that'll be fun

    A Circle of Healing nerf

    And on the survivor side, I would get basekit unbreakable (which the Devs are already working on and plan on giving us anyway)

    Player icons (which the Devs are already working on and plan to give us anyways)

    A buff to Resilience but you already said you're removing the gen speed buff from perks so what would be the point of resilience anyway (not to mention no one cares about this buff because working while injured is a risk most new players can't take advantage of)

    And basekit Kindred which is meaningless if you have Player Icons telling you who is on a gen, who is cleansing a totem, who is in chase, etc. Yes Kindred also shows you everyone's exact location but that's just extra information if you already know what everyone is doing.

    So what exactly is the benefit that's going to make both sides happy here?? Because this just seems like yet another massive killer buff and a survivor nerf to a good perk and a buff to a weak perk.

    I did some tests and when the friends and I deliberately started slowly repair , we almost didn’t see camping and tunneling 

    but as soon as we genrushed the killers immediately started camping,

    many m1 maniacs physically will not have time to do 12 hooks in 2 minutes, shift w chase without windows and pallets takes 30 seconds for the m1 killer

    so if we give the killers time and freedom of action, the camp will decrease, also the survivors will see the killer camping + we removed the slug tactics

    by the way, this will also fix the constant games against the nurse, because there will be more viable killers

    in the end it will make things better for everyone

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307575#Comment_3307575

    Well... obviously it's not for Camping

    Also making the Gens slower at the start does help...

    my experience, the experience of friends and some streamers has shown that people are much less likely to camp when they have plenty of time, so the less often there is a genrush, the less camp will be

    so solving the problem of genrush we simultaneously reduce the camp and tunneling

  • I'm new here so I have no idea how to delete my random comment

  • @RaSavage42 said:

    You can't expect people to use Kindred and the icons perfectly...

    But lets see what happens for the upcoming icons

    it’s impossible, but the update is not aimed at removing the camp 10000% or making the solo better than the party (it just won’t work out for you that you don’t do it and I wrote about it)

    but you can reduce the amount of camping and uninformed solo players

  • SWF is really strong and get a huge amount of information that should not receive, so need to increase the level of information for all survivors (adding kindred to the base) and after that buff m1 killers

  • I don't consider this a special problem (survivors have a blessing that does not break the totem, but removes hex)

    killer totems are very inefficient in the current meta and I don't know how to increase their effectiveness in any other way, without a cardinal change in the mechanics of totems

    @Phasmamain said:

    The extra totem slot isn’t a great idea. It would lead to having at most 2 “meta” totems which end up being the only 2 used. Also it would allow you to bring up to 6 totems into a match (with haunted ground)


    but this is just a bonus idea to resurrect the pickrate of totems it's not very important

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307520#Comment_3307520

    I might missunderstood you.

    But killrate is not winrate. Also, there is no "win" condition to killer (some say its 4k, some say its 3k, some say its at least 1k), but 60% killrate means that 6 out of 10 survivors are killed, and only 4/10 escape. 6/10 is 24 kills in 10 maches, wich is 2.4 kill per mach, and as you cant kill 0.4 survivor, this means avarage of: 2 kills 3 times, and 3 kills 2 times, and cicle repeats. And this means that killers win average of 2 times in 5 maches (assuming more than 2 kills are win for killer). So 60% killrate is only 40% winrate for killer.

    (And there is a joke. Even if killer win only 40% maches, survivors have 60% chance of being killed in a mach, so they also win only 40% matches... AND only 40% survs escape, which means there is a competition BETWEEN survivors, so its not as fun as it is. Playing with killer on the exact same skill lvl means that other survivors can be better than you, and your 40% winrate drops to 0% in favour of 100% winrate of your better teammates... this is qite fun)

    I counted from the increase in mmr (2 kills is +0 mmr, mmr increases when killing 3-4 players + to this I counted along with camping and tunneling, and the initial task was to reduce camping and tunneling to a minimum)

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307516#Comment_3307516

    I agree with that genrush is also unhealthy to the game, tho this is not a topic for genrush. Both cases should be resolved - genrush and camping, but this is topic for camping, and the fact that genrush is unhealthy is not an argument for camping.

    most of the camp stems from the genrush, the maniac should act proactively because an uncamped survivor can cost him a victory, I have a good idea to to remove all genrush perks from repair speed and give all m1 killers +0.2 to speed, the first 30 seconds, generators repair more slowly

    But in return, give kindred to all survivors and make it so that after hanging you cannot be removed for the first 15 seconds (very often the survivors are removed before the killer leaves) but these first 15 seconds the timer does not go in this way it will be +30 seconds (with two hooks)

    thus m1 killer will feel better and less likely to resort to the camp, and the survivors will have more time to resist the camp and the tunnel

  • I forgot to add, if everything goes as well, maybe even lowering the generators to 80 sec

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307353#Comment_3307353

    Which means 2k with ocassional 3k for killers if we distribute the survivors killed across all games. As killers MMR only go up with more than 2 survivors dead because how it works, killers are doing just fine.

    Stop throwing the 61% killrate without even understanding it as an argument, please.

    many people seriously don't understand that 60% when playing against inexperienced players and using tunneling, it was said somewhere that without tunneling/camping the stats drops to 30% (with 50% = 0, because killer need 3 kill for up his mmr) so the real winrate is about 20% (with camp and tunel)

  • toolbox + Built to Last gives you -70 seconds to repair a generator, while the upgrade only gave you +50 seconds

    4 toolbox survivors is already -280 sec

    And now add the perks for genrush and discord, then you wonder why a killer who physically does not have time to make 12 hooks in 2 minutes camps you

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307505#Comment_3307505

    Not really. 10s added to gen completion did not make camping and tunneling less frequent. So no, making gens slower will not stop camping and tunneling.

    Tho i agree that both camping and gen rushing is bad.

    There was a proposal in terms of gen rushing/regresion, making gens slower/faster depending on match pacing - more slowdown perks/less efficient teams would get passive gen progression bonus, and too fast gens would do otherwise. But its the topic about camping - camping should be removed by game mechanics. Like, hooked survivor would be consumed by Entity, and "spit out" after few seconds in random place at least 30m away of the killer (This could go further like survs dont die untill endgame, and each hook giving more pressure/increasing time before "respawn", giving more opportunity to actually play the game), and this would remove camping totally.

    along with this, the survivors received 1 free slot for the genrush perk, thereby increasing the repair time by 10, but the survivors can take perks that speed up the genrush by 20%

    so the killer ends up with less time

1 … 13 14 15 ›